Currently I don't see a way to overcome this problem. Saving a Mesh with more than 64 ktris seems not possible. Someone correct me if I am wrong. Well it used to freeze my machine when I tried to ass more than 2 of the six layers to one mesh. Each layer uses one surface, so I guess the surface count doesn't have anything to do with the Vertices Maximum.
Yes, it would maybe be possible to save them as child nodes, but then you still got more than 64kVertices in one Mesh when you load it with LoadMesh and not with LoadAnimMesh.
I guess the easiest way will be to save out 6 meshes instead. THe user will then simply have to load all those 6 meshes and parent them as you did it in the code.
Any better ideas?
BTW - the basic layer that is visible from beginning on, thats layer 6, right?
And I need to make the brush faster, esp. for debugging purposes.
Yes, it would maybe be possible to save them as child nodes, but then you still got more than 64kVertices in one Mesh when you load it with LoadMesh and not with LoadAnimMesh.
I guess the easiest way will be to save out 6 meshes instead. THe user will then simply have to load all those 6 meshes and parent them as you did it in the code.
Any better ideas?
BTW - the basic layer that is visible from beginning on, thats layer 6, right?
And I need to make the brush faster, esp. for debugging purposes.